;
;   CIVILIZATION In-Game Tutorial
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@FIRSTMOVE
@width=400
@y=5
@title=Civ Tutorial
Sire, let us send out settlements. There
is land a-plenty for the taking and we 
should found towns in these lands for
our crown and faith!

@BUILDCITY
@width=320
@y=5
@title=Civ Tutorial
This place looks like a good foundation for a
town. There are good fields surrounding it and
another border town might help to defend against
raiders. It may eventually grow into a city.

@FIRSTPRODUCT
@width=420
@y=5
@title=Civ Tutorial: Your First City
Sire, each of your towns may be able to build additional
Peasants, military units, or buildings
to further the growth of your realm.
But we are a small town yet and can only build one
unit or building at a time. We can recruit more
soldiers here as well, though
finding, training, and fielding new
regiments may take time.

@FIRSTCIV
@width=420
@title=Civ Tutorial: Civilization Advances
Sire, towns are centers for trade and
the flow of knowledge. Your wise men
and magi can collect this knowledge
to acquire important new skills and learn
new ideas and new ways.

@FIRSTUNIT1
@width=420
@y=5
@title=Civ Tutorial: First Military Unit
You have just recruited your first military
unit. Commision the officers, give orders
to the commander and send these brave
soldiers to confront the enemy, they may
be recruits now, but war will harden them
and make them veterans in the battles to come.

@FIRSTUNIT2
@width=500
@title=Civ Tutorial: Units
Fortify units in your cities to defend
them against Warriors or enemies.
Light Horse make good scouts, can 
travel far, and can rain arrows on our foes.
^
Peasants can found new towns as well
as build roads, irrigation, and mines around
existing towns.  If you can, try to have at
least one group of peasants at labor.
^
Light Horse are useful for exploring
Terra Incognita, Sire.
^
Command the Feudal Host and conquer gloriously! 
Sire, we should recruit some auxiliary horse and maphap some siege equipment. 

@ONECITY
@width=420
@y=5
@title=Civ Tutorial: New Cities
The town of %STRING0 is growing rather large, Sire.
This might be a good time to settle the wilds by building
more towns. To do this, click on %STRING0 and instruct it
to build a Peasant. A Peasant can move to a new
site and build a new town.

@CITYSTUFF
@width=420
@x=180
@title=Civ Tutorial: City Resources
A townsmen produce different things depending
on the nature of the nearby land. On the city information
screen, "inhabited" spaces are shown with the "wheat",
"hammers", and "Gold Pieces" that the townsmen are
producing.
^
Experiment with clicking on these spaces to move townsmen
from space to space; notice that some spaces produce more,
some less. Lands can be improved by building roads, clearing
fields, and sinking mines. The Towns may be guided by your
wise, yet stern hand, Sire.
^
Sire, we can also appoint special townsdames, taking them from the
map altogether, making them "Harlots".  Harlots, concubines, and 
and courtesans keep the other townsmen more content.

@MINING
@width=320
@y=5
@title=Civ Tutorial: Mining
This land could produce more resources.
Mining ('m' key) these hills will add to the
manufactures of %STRING0.

@IRRIGATE
@width=320
@y=5
@title=Civ Tutorial: Irrigation
This land is arable and good, Sire. Press the
irrigation ('i'_key). More food will help the
town of %STRING0 to grow more rapidly.

@ROAD
@width=440
@y=5
@title=Civ Tutorial: Roads
This would be a good place to build a
road ('r' key). Your soldiers and people will be able
to move faster and more trade will be come 
to the town of %STRING0.  As you found new towns,
use the labor of your serfs to build a network of
roads that connect them.

@HELP1
@width=500
@title=Civ Tutorial: General Principles #1
Sire, you should defend the towns by assigning either
a garrison or by raising new troops elsewhere.
^
Sire, strike a balance between building in your
existing towns and striking out to found
new towns.
^
Sire, don't expand beyond the ability of our 
arms; barbarians and hostile armies
may appear without warning.

@HELP2
@width=500
@title=Civ Tutorial: General Principles #2
Sire, we should make peace with the strong. But we 
should isolate and then conquer the weak.
^
Though we know much of the middle sea, Sire, we
should listen to the tales of the traders and travellors.
They have have much to tell us of surrounding lands and realms.
^
Sire, the merchants of our realm ply trade routes both on land
and by sea. This continuing trade brings wealth to your
people and taxes to the treasury. And there are things to learn, too . . .
^
Sire, as the realm grows do not fail to
keep watch on the realms around us.
Who knows when evil may strike?

@DISORDER
@width=480
@title=Civ Tutorial: Civil Disorder
@button=Details
A town erupts into Civil Disorder and rioting when
the number of unhappy townsmen exceed
the number of happy townsmen. All
activities cease while a town is
in disorder.
^
To quell disorder:
^* Increase the amount of trade used for Luxuries.
^* Move army units into the town.
^* Build a Church or Cathedral.
^* Relax enforcement on moral laws. More Harlots will appear.
^* Threaten them all with Excommunication (rarely works).
^
Sire, click on "Details" for
more.

@DISORDER2
@width=600
@title=Civ Tutorial: Civil Disorder Details
1) Luxuries: To increase the amount of trade used for
luxuries, select "Tax Rate" under the KINGDOM menu.
20% is often a good rate, more than this and the church
may accuse your Treasurer of usury.  With each two luxuries
your town creates, one new happy townsman appears.
^
2) Martial Law: the Holy Empire (Byzantine), and Turkish 
[Fundamentalism], and Monarchy governments may move units
of soldiers into towns to quell rioting. Up to 3 units in each city 
can be used for this purpose. Each unit causes one unhappy 
townsman to become content.
^
3) Churches and Cathedrals: These town buildings help
to reduce disorder by changing one or more unhappy
townsmen to content. Of course, if your town is already in
disorder, you may need to bribe the builders to work faster
because no building can take place during
civil disorder and rioting.

@DISORDER3
@width=600
@title=Civ Tutorial: Civil Disorder Details
4) Harlots: On the city information screen, click on one
of the inhabited lands in the Town Lands to make a
townsdame into a Harlot. Harlots produce no food,
resources, or trade; instead, each produces two additional
luxuries.
^
5) Turkish Realms: If you are the Khan of the Turks, you
can recruit 4 army units before cities must provide support to
additional regiments. The Turks used terror as a method of 
governing, so townsmen remain happy. The Turks are not fond of knowlegde.

@SCHISM
@width=320
@title=Civ Tutorial: Civil War
The %STRING0 are a large and powerful
realm. However, rebelious factions are
threatening to start a civil war. If your
armies can capture the Palace of the King,
the shock could split their realm in twain!

@SHIPS
@width=480
@y=5
@title=Civ Tutorial: Ships
Sire, we have built new ships. Use them to
explore the seas and transport your
goods and armies to other lands.
^
You must remember, Sire, that ships may be lost
at sea not infrequently.
^
To embark soldiers on to a ship in port, issue the sentry ('s')
order for the unit before moving the ship out to sea.
Or, while the ship is at sea, simply move
the unit 'onto' the ship from a nearby land.
^
To disembark a unit, click on the ship or press
the 'u' key to unload.

@RAILROADS
@width=480
@title=Civ Tutorial: Railroads
You have just acquired knowledge of Railroads, an
important achievement. A Settler (or Engineer) will
build a railroad if you press the 'r' key in a space
that already has a road.
^
Your units will be able to move long distances over
Railroads.  Railroads also increase resource production
in spaces which already produce at least two 'shields'.

@FARMLAND
@width=480
@title=Civ Tutorial: Farmland
For better or worse, the serfs are now increasingly 
becoming tenants, Sire. The wise say that it is the downfall
of our realm, but the truth is that the hardy tenant farmer
will tend his land more faithfully, and greater harvests in 
years to come will be the bountiful consequences. We may
be required to encourage a more efficient rural nobility,
however, to deal with the increasing transactions.

@AIRUNIT
@width=480
@y=5
@title=Civ Tutorial: Air Units
The Ismailis' sect on the dark, unknown mountain in eastern
Hyrcania has offered up one of its servants, the dread Assassin.
The Assassin can strike without warning and can devastate an 
enemy by destroying their leader.
^
The Assassin is created by the use of hashish and dreams.
If he is to travel far, he must be housed in secret.

@REPUBLIC
@width=480
@title=Civ Tutorial: Republic
The Barons are rumbling ominously and there is famine in the
land. There is talk of usurpation and of creating a new order in
the realm--one that benefits the Nobility, rather than the
King. If ill omens continue to be seen and miracles and 
prodigies do continue to proliferate, then all bodes ill for the 
peace of the land. If the Barons MUST have their day, then find
the "Revolution" on 
the Kingdom menu.

@DEMOCRATS
@width=600
@title=Civ Tutorial: Republic & Democracy
Sire, you have chosen to govern your realm as a %STRING0.
This is a major change from earlier ways and traditions, and
will present you with a new set of challenges (and rewards!)
^
Sire, as your townsmen gain more individual freedoms, they begin
to produce more trade. On the other hand, it becomes more
difficult to keep them happy. One of the best ways to do so
is to divert some of your trade to Luxuries. Select "Tax Rate"
from the Kingdom Menu and set your Luxuries Rate to 20%%.
Since your townsmen are now producing so much more trade, you
can easily afford this.
^
Sire, your townsmen will also tend to become unhappy when you send
your military units out of your towns. You may need to
return some to garrison duty. You may even need to
disband some units. This sacrifice is sometimes worthwhile in terms
of the knowledge and wealth you can gain in exchange.

@TRADE
@width=420
@title=Civ Tutorial: Trade
Sire, we have just acquired knowledge of TRADE. The towns can
now produce TRADE GOODS that may travel between different
parts of the world. Trade Goods, especially from your larger
cities, can rapidly increase our wealth and knowledge.

@CARAVAN
@width=440
@y=5
@title=Civ Tutorial: Caravans
Sire, we have just produced the first Trade Goods. Move it to a
distant city to establish a trade route. Trade routes with
small, nearby and friendly towns produce less revenue than
routes with large, distant and rival cities. Try to find a
town that demands those goods 
(click on a rival town to learn its demands).  Trade Goods
may also be used to help build Wonders of the World.

@WRITING
@width=420
@title=Civ Tutorial: Writing
Sire, the Magi have delared that the realm is literate. The
towns may now sometimes see GREAT TRAVELLORS that
make their way to distant realms. These men can establish embassies
with other realms, keep watch on nearby kingdoms, and
even steal knowledge from your enemies.

@SEAFARING
@width=420
@title=Civ Tutorial: Seafaring
Sire, our sailors have mastered the art of SEAFARING.
Our ships are now stout enough to weather all but the strongest
of storms. Our sailors have made more maps and charts
that will allow them greater safety when exploring new
lands and carrying the faith to infidels, unbelievers, and
heretics. Our trade will also benefit from the more sturdy
boats, and may carry more goods.


@EXPAND0
@width=520
@title=Civ Tutorial: Expansion (#1)
Sire, an Empire will grow by taking the weaker realms around
it and by founding new towns. Like the mighty, yet vanished
Romans, we should find our natural boundaries only when 
there are no more foes at our borders.

@EXPAND1
@width=520
@title=Civ Tutorial: Expansion (#2)
Sire, the nobles are pressing for the settlement of new lands.
They say that  perhaps these Peasants should be sent to
found a new city.

@DAMAGE
@width=520
@title=Civ Tutorial: Damaged Units
Sire, these soldiers are weary and many of their shield
companions are dead in battle. The men and their 
officers are requesting to fall back into a city where they
may bind their wounds and recruit new soldiers.
^
Sire, these men are asking only to be allowed to rest for a
season (press the SPACE bar). Although the men would fain
see the inside of a town or barrack, they will do well and 
can batten on the lands hereabouts. Local shipwrights tell
us that a good SHIPYARD would do equally well for our ships.


@END
